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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Test that contexts are freed and garbage collected reasonably</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../resources/js-test-pre.js"></script>
<script src="../resources/webgl-test.js"> </script>
<script src="../resources/webgl-test-utils.js"> </script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
"use strict";
var wtu = WebGLTestUtils;
var target = 500;
var count = 0;

description();
doNextTest();

// Creates a canvas and a texture then exits. There are
// no references to either so both should be garbage collected.
function test() {
  var canvas = document.createElement("canvas");
  // This is safe for any device. See drawingBufferWidth in spec.
  canvas.width = 2048;
  canvas.height = 2048;
  var gl = wtu.create3DContext(canvas);
  var maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
  var size = Math.min(1024, maxTextureSize);
  var tex = gl.createTexture();
  gl.bindTexture(gl.TEXTURE_2D, tex);
  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE,
                new Uint8Array(size * size * 4));
  gl.clear(gl.COLOR_BUFFER_BIT);
  glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors");
}

function doNextTest() {
  ++count;
  debug("test " + count + " of " + target);
  test();
  if (count < target) {
    setTimeout(doNextTest, 100);
  } else {
    finishTest();
  }
}

var successfullyParsed = true;
</script>

</body>
</html>

